Developers' Notes: Aluriel's Mirror's detonation effect is strong when it activates, but hard to rely on. We're increasing the heal-over-time effect significantly to improve the up-front value of this trinket, and reducing the detonation effect slightly to compensate.

Fiasca d'Anime: The Use effect of this trinket now respects the global cooldown. The damage of this trinket is now reduced by 30% for Unholy Death Knights (was reduced by 40%).

Developers' Notes: Since Fiasca d'Anime deals Shadow Damage, it's increased by Unholy's Mastery, which means we needed to reduce its base damage to keep its overall value similar to other classes. It's currently a little too low, however, so we're increasing the damage it deals for Unholy.

Blizzard

Just to add a bit of additional clarification: a Character Transfer won't have an impact on your quest log.

A Faction Change will however as it will clear out your quest log (basically abandon all quests you are on which also deletes related quest items).

Any feedback you have on this, or the fact that these Essenza di Aman'thul are not retained when the quest is lost, you can always pass along via the Suggestion option directly in-game.

Thoughts on CRZ

Ornyx

Right. I think it is important to realize there are a few different things at work here. Connected Realms, Cross-Realm Zoning, and Phasing. While each of these compliment each other, and may share some tech, they are three separate ideas.

We've said it previously but we are still looking into and considering options for people that use the LFG tool to realm-hop. I don't have anything to share in regards to updates on that, but its still recognized as an issue we would like to sort out.

Connected-realms seem fine. I'll bubble up some feedback to get those looked at again to make sure populations are where we want them, but I wouldn't expect any major announcements or changes for these at the moment.

I've noticed some issues here and there with phasing, such as nodes falling on zone/phase lines, which may cause them to despawn when they are approached. Examples of locations where this happens would be useful for us to see what we can do about specific node spawns to prevent this from happening.

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.

A major offering from the devs was that spawn rates would be adjusted in old zones to account for the increased population. For hunter tames at least like Loque and Krush in the basin, I'm pretty sure this was never done. I've got both from Wrath, and thank goodness because there are often gobs of hunters from many servers looking for Loque especially.I'd have to follow up on that, as I thought spawn rates -were- increased on rare hunter mobs. It was a bit before my time though, so I can't be 100%.

...Right. I think it is important to realize there are a few different things at work here. Connected Realms, Cross-Realm Zoning, and Phasing. While each of these compliment each other, and may share some tech, they are three separate ideas.

We've said it previously but we are still looking into and considering options for people that use the LFG tool to realm-hop. I don't have anything to share in regards to updates on that, but its still recognized as an issue we would like to sort out.

Connected-realms seem fine. I'll bubble up some feedback to get those looked at again to make sure populations are where we want them, but I wouldn't expect any major announcements or changes for these at the moment.

I've noticed some issues here and there with phasing, such as nodes falling on zone/phase lines, which may cause them to despawn when they are approached. Examples of locations where this happens would be useful for us to see what we can do about specific node spawns to prevent this from happening.

In regards to CRZ, I know this is a large point of contention, but our goal with CRZ is to make zones feel active and alive by bringing players from other phases and realms into your phase so that there are an active number of players in each zone. Looking at this feedback, it seems we may want to look at some of these areas, particularly around World Quests and various pick-up quests, and maybe think about some adjustments. I'll send this over to the development team for feedback again, and see what they say.

That is not the problem. The problem is you were to fix quests by doing shared credit tapping.

And then you went and made a specific type of quest that involved interacting with items which despawns the item for other players.

You completely undermined the advance in mob tapping by making more quests where that shared credit is irrelevant since everyone is brazenly racing to steal a node/item from you.

It's been as bad as people seeing you are close to a node but fighting a mob that aggroed beside it, and they steal the quest item/node right from under you.That's what I said. I'm sending feedback up to review some of the pick-up quests in the world that have items that may not respawn at fast enough rates.

Any examples you could provide where you've had this happen would help greatly, otherwise we are looking at this a bit blind.

Commenti

Commento di Selenddron

on 2017-01-24T20:47:26-06:00

Uhh, wrong frost shock underneath the shaman PvP section. :p

Commento di NLZ123

on 2017-01-24T21:50:04-06:00

"That's what I said. I'm sending feedback up to review some of the pick-up quests in the world that have items that may not respawn at fast enough rates.Any examples you could provide where you've had this happen would help greatly, otherwise we are looking at this a bit blind."

If a GM reads it, a good example is the Faerie Dragon Salvation WQ. Freeing those damn bird when racing for it is a pita.

Commento di Oixio

on 2017-01-24T22:28:56-06:00

idea of CRZ purpose just to "populate" empty areas and "dead" servers is just goofyif i wanted to play busy server, i would go ahead and re-rolloed therebut if i chose to play on "dead" server on purpose and Blizzard deside to "populate" it, it basically just ruin my gameplay, without contributing to my servers economybut biggest problem is the role playing aspect of the game: why would i need bunch of strangers who will just occupy my server without any benefit for me or server?if i need some help with any quest or some though mob, there is a LFG tool for thatseriously i see NO viable reason of CRZ existance, besides maybe something Blizzard does not tell us, but we all can guess perfectly fine: CRZ is around only to save some pennies for greedy multi-million company who can't get enough of our subs and must cut corners everywhere they can get away with it

sad and pathetic really

Commento di nurseferatu

on 2017-01-24T23:22:14-06:00

CRZ is sold as a benefit to the players on low-pop servers, but the economic reality is also that keeping a server open 'just for you' makes no economic sense. Rather than open a bunch of new servers to take pressure off high-pop servers it makes more sense to shift players to lower pop ones. And rather than doing what other companies do and just closing your server and moving you, Blizzard is taking another tactic and using technology to balance the servers without you having to lose your home server. So yeah, it can be annoying at times but Blizz gets to keep the lights on and you get to stay on your own server.

Commento di Istaro

on 2017-01-25T02:05:39-06:00

"That's what I said. I'm sending feedback up to review some of the pick-up quests in the world that have items that may not respawn at fast enough rates.Any examples you could provide where you've had this happen would help greatly, otherwise we are looking at this a bit blind."

If a GM reads it, a good example is the Faerie Dragon Salvation WQ. Freeing those damn bird when racing for it is a pita.

Yeah, that was the one that came to mind to me too. And the one where you distribute arcwine to the needy, although less so because the targets aren't always guarded by enemies.

Commento di Interest

on 2017-01-25T02:16:21-06:00

CRZ is sold as a benefit to the players on low-pop servers, but the economic reality is also that keeping a server open 'just for you' makes no economic sense. Rather than open a bunch of new servers to take pressure off high-pop servers it makes more sense to shift players to lower pop ones. And rather than doing what other companies do and just closing your server and moving you, Blizzard is taking another tactic and using technology to balance the servers without you having to lose your home server. So yeah, it can be annoying at times but Blizz gets to keep the lights on and you get to stay on your own server.

I think there can be something to be said about the theatrical aspects of it though, since CRZ imposes limitations (both intentional and unintentional), making interactions between realms feel far more ephemeral as a result. Blizzard in the past was not particularly reluctant of the idea of utilizing connected realms, which do not have these problems since there are no player interaction restrictions, but does admittedly have other drawbacks like "culture shock."

There's some other issues to consider like the impact of services on realm population, etc, but that's probably a little out of scope.

Commento di bcatonan

on 2017-01-25T07:32:45-06:00

I find it very interesting that most classes received a PVP reduction to damage while leaving DH out of the mix. So far they're the only class I haven't seen on the chopping block but, truly needs to be revisited in PVP situations. When one DH can take on 10+ players you know there is a HUGE difference in the power struggle.

Commento di Anubishaman

on 2017-01-25T08:09:41-06:00

Guardian Druids now have 5% less Agility in PvP.Jee thanks for yet another nerf to the spec. Why do they allow tanks in pvp if they don't want them playing? Tanks dmg needs to be less than DPS yes but it should allow a tank to beat the hell out of a DPS due to damage reduction and tank mechanics, but DPS needs to be able to kill healers etc. This is the way it has always been, each spec performs a role, its a brawl not a ballet!

Also ye no DH changes that can bring down a tank with no effort AT ALL!

Commento di neoslayyer

on 2017-01-25T09:37:22-06:00

CRZ is sold as a benefit to the players on low-pop servers, but the economic reality is also that keeping a server open 'just for you' makes no economic sense. Rather than open a bunch of new servers to take pressure off high-pop servers it makes more sense to shift players to lower pop ones. And rather than doing what other companies do and just closing your server and moving you, Blizzard is taking another tactic and using technology to balance the servers without you having to lose your home server. So yeah, it can be annoying at times but Blizz gets to keep the lights on and you get to stay on your own server.

CRZ has gotten out of hand. It is so bad that on my realm, i am now forced to play with HUGE amounts of players from 15 different realms. I will get an official count today as i see players because new realms are showing up every day. The PROBLEM with this is the resources! Its hard enough to come across a node/Foxflower and the rest while traveling a complete zone you might find 5. This is the worst part about it because i see nothing but CRZ players running around in Sky Golom's or mounts with the BS Mounted interaction items being used. CRZ is killing home server crafters and gatherers. The small amounts of stuff that can be gathered is listed most times as 150 items at costs of 5-9k gold a stack. CRZ is killing economies.

It was great when realms were merged, maybe merge another realm again or something, but the amount of CRZ players is killing local server economies. CRZ grouped players should also be zoned back to their own realms when not grouped through LFG, if they are 2 zones away and not with the group, they should be sent back to their own realm instead of sniping resources from other realms. I see this with groups of three running around gathering from the SAME realms.

Fixing this would be fantastic because i can tell you, most players i talk to can not stand the way CRZ is now, and it is getting worse forcing players to just give up because many hours of trying to gather the insane amounts of mats for flasks and other trades(because the level 3 patterns are mostly RNG like for all gathering professions) it is taking away from progression or even trying to level any alts because of the scarcity of materials on ones own realm.

5-9k a stack for materials is insane and with the prices of gems(some at 5-7k each) needed for BS/LW/ENG/and JC is just uncalled for because of RNG and lack of materials to gather.

Commento di omaox

on 2017-01-25T10:18:17-06:00

CRZ is just bad designed. People that play on PvP realms - not so very populated - are being punished a lot here. As much as I don't care being connected to Outland - I'm from Stormscale - my friend comes from Frostmane and she's alliance. She is usually connected to Kazzak. How she fight 10 mad horde alone? She can't quest, she can't gather mats, she just can't play alone. She always need friends around. That's silly. People make parties just to bully ones that play alone. Such heavy populated realms should be left alone, it just kills the balance.

Commento di AveryZan

on 2017-01-25T11:16:49-06:00

CRZ is kinda just a bandage for a much bigger problem. There are way too many dead servers, and only a handful of servers that are basically over crowded. For whatever reason though blizzard is very hesitant on doing merges, the last one we had was at the end of mists of pandaria and it went very well for my server(s). to give some context before the merge we had literally 2 alliance guilds that could even raid content in MOP and we both helped eachother on alts, everyone else packed up and left this is on destromath or desertermath one of the first servers that I rolled on at launch. In wod mythics became only 20 mans and recruiting that many viable players on a dead server is a nightmare. They opened up mythic CRZ after a few months in HFC which worked out great, we raided with some friends across other servers. Hadn't been for that we would have had to just straight up quit and wait until WOD. I do not understand why they are holding back on the CRZ raids this expansion it's really unfortunate for the grave yard servers like mine that can use some help finding people off server (noone in their right mind is going to pay money to xfer over here).

In regards to CRZ for world quests which I think a lot of people seem to worry about, well the truth is on some servers it's so heavily horde sided that you can basically not get anything done. I say this knowing full well I'm going to get that guy who says "pvp happened on a pvp server" , I personally like an occasional fight or whatever but when it's a 1 vs 10+ ratio that isn't exactly what I had in mind.. Could at least add some tenacity but that won't exaclty fix things either. People can realm hop via premade, it's a side effect oh well. Not really that big of a deal, if it's holding your group back and you realize you can always kick them out. The immersion factor someone mentioned earlier is very interesting I have to admit, I never thought about it but that is true. You become very desensitized, although as said earlier when it's a massively one sided faction hard to get super immersed running back to your body and getting nothing done.

Guess what I'm trying to say is while CRZ might be an easy scapegoat, it's not the biggest problem we face by a mile and for the time being it's probably one of the better bandages we got. It's basically like saying Medicaid or Disability are bad and could be a lot better, but for the time being people depend on them and would get screwed if you took them out without making a better alternative.

Commento di mbensasi

on 2017-01-25T11:23:51-06:00

"That's what I said. I'm sending feedback up to review some of the pick-up quests in the world that have items that may not respawn at fast enough rates.Any examples you could provide where you've had this happen would help greatly, otherwise we are looking at this a bit blind."

If a GM reads it, a good example is the Faerie Dragon Salvation WQ. Freeing those damn bird when racing for it is a pita.

Yeah, that was the one that came to mind to me too. And the one where you distribute arcwine to the needy, although less so because the targets aren't always guarded by enemies.

I was thinking of the Withered Wrangling WQ's in Suramar, and the "Aw, Nuts" WQ's in Lorlathil(?). Seems like there are always too many people doing those quests at the same time.